NOTE: A Moderator has merged all FTL threads, and this one ended up being the OP.
Let's not kid ourselves by saying the changes Wiz announced aren't among the better options for FTL in the game, but it is still upsetting that we're losing the cool flavor of being an empire based around the wormhole, or around the warp drive. To that end, I would like to make a suggestion to compensate for their loss: adding the ability to choose an FTL aesthetic. Basically all three FTL systems would work exactly the same as hyperlanes, except you would see the animation for charging warp drives or preparing a wormhole (without the need for a station in this iteration). It's simple and would give us a way to say we "kind of" still have warp and wormholes.
In an effort to give this thought more reason to exist (and to bump this back up to the top :3), maybe there could also be a slight difference between the warm up and cooldown timers of each FTL type. Like Warp could have more cooldown than warmup, Hyperspace could have equal parts of both, and Wormholes could have more warmup than cooldown. Not a meaningful difference but would be a difference and could still adhear to the current hyperlane ideal
Mod Edit:
In order to prevent this forum from getting flooded with threads discussing the same topic, all FTL discussion will now take place here.
Until further notice you may only discuss FTL here and in any Dev Diary that directly mentions it in the dev diary itself. All other FTL threads will be merged with this one.
Thanks,
Mr.C
What exactly do you mean "let's not kid ourselves?". Absolutely none of the changes he's making will fix combat in this game. The only thing stellaris is good at is the only thing paradox originally envisaged it to be which was "our game has lots of stuff from a bunch of different scifi universes- we even named the developer diaries after a bunch of different authors of scifi works to reflect that! Customization is king!". What is currently happening is a poor attempt to remove stuff and splice in ideas from other games which specifically focused on space combat during their pre-launch development. You cannot make Stellaris space combat into Sins of a Solar Empire combat now because Stellaris has already launched. What you will make is a frankenstein's monster of a game where the developers went into it thinking that they wanted it to be a lovesong for all the great scifi out there and then later decided to change their minds a year and a half after they had already launched it. None of this will work.
And this is ignoring the part where space fortresses are supposed to apparently be an impediment guarding hyperlanes and preventing you from advancing as though you were moving along the surface of a planet like the forts in EU4, but hyperspace and hyperlanes do not work that way in fiction and you should be able to bypass them anyway. It effectively removes all the actual "space" from this supposed space-game and just makes it more like a space-themed mod for a game focused on terrestrial combat.
And frankly I don't see the point of this pinned thread, the developers are unlikely to stop their push to remove features people paid for more than a year ago- do they think if they give me a space to complain I'll forget? Especially after the latest dev diary. Also I haven't forgotten that sectors are still terrible yet apparently that doesn't warrant anyone's attention and has also been dismissed to a "containment" thread despite sectors having been a sore point since day 1.
I felt the same way initially, I personally never really liked hyperlanes and only used them when I felt like making use of military stations. However, I am willing to sacrifice some things for the sake of a more interesting warfare system which is a core element of the game. I almost always play empires that conquer others just because diplomacy is also lacking and sitting still for 200 years waiting for end game crisis in incredibly boring to me.
HOWEVER. As it stands war is also boring and a mindless effort. If that can be fixed by changing starting tech thats fine by me!
Having played a bunch of hyperlanes games recently to see if I could stomach these new changes I can say that playing with hyperlanes is awful and also clashes with the game's mechanics. The stupid "find the ancient aliens homeworld" quests become less of a fun early-mid game thing and more of a terrible tedious grind when you have to go halfway across the galaxy asking every dumb alien along the way for access, which takes time since all of them tend to start out with those nice big maluses due to being recently discovered.
Hyperlanes only can only really work if you remove a bunch of anomalies from the early game, since the early game is so heavily focused on exploration but hyperlanes only with alien neighbors who almost always close their borders until they stop distrusting you slows exploration to a crawl.
Perhaps the only good change being made is that aliens can't conquer worlds halfway across the galaxy which will hopefully be implemented correctly and prevent idiot alien xenophobes who are separated by another alien empire from declaring war on the empire in between us and then specifically grabbing a world in the peace treaty which happens to border me, then declaring war on me and because of hyperlanes neither of us can actually get at each other. But then again all that really displays is that the idiotic rival system is fundamentally broken, just like the option to have advanced AI start away from you, since every dumb hostile alien in the galaxy always wants to rival you.
omo
that's why i brought it up though. I first brought it up in relation to
@ImpalerWrG. so if you brought it up for a different reason when replying to me, i was still using their context.
it's almost impossible to catch a fleet that uses warp or wormhole with a hyperlane fleet. regardless of how doomstacky they are. you have to wait for them to land in a system they want to do something in, but if they can warp out, you're twiddling your thumbs.
interception was pretty easy in SotS, except for maybe hivers and humans/zuul who couldn't obviously.
I seem to manage non-empire ethic factions pretty well in my games. so long as i'm not forced to not pick a policy by the ethos anyway.
And the answer to wormholes and warp space enabling free movement would have been to get creative or read scifi where stellar countermeasures are created to combat aliens who work that way. Instead the apparent solution is to remove them completely.
And this is also ignoring you can literally just not play with hyperlanes as things currently are, or not play with the other forms of FTL. Why are people so helpless to just turn off the features they don't like in the game start menu? It's right there, the buttons which control this, yet the people who support removing features conveniently go deaf, dumb and blind when you point this out.